The problem is...my mesh is already split up into pieces when i was starting to weight them. The full body mesh doesn't exist anymore, the hidden faces are already gone. :X

Also I tried duplicating all the geometry and merging it together while trying to preserve the existing weighting so I could continue working on it and then GATOR the weights back to the seperated geo later, but merging the geo together even while transferring all attributes seemed to remove the weighting from the character entirely...

I'm wondering if I should just bite the bullet and paint the weights manually at this point via numerical input. It's a pain, but right now I don't know of any other method that wouldn't be overly troublesome, short of modeling the hidden polys again and combining them back into the body mesh. The lack of ability to mirror weights on the head is going to be a real pain to get the rig to behave symmetrically though.

Hopefully the paint tools get an update eventually for this sort of thing...I never even knew painting across multiple meshes was an issue, no wonder it's recommend to model unibody in XSI. Oh well, something new every day! :P

Thanks for the advice all!

Yours sincerely,
Siew Yi Liang

On 2/17/2014 3:14 AM, Greg Maguire wrote:
This is my preferred method too. ILM had a really cool concept I'd like to see in Soft. Instead of painting with the radius of a circle, make the brush three dimensional like a ball. Wings can be tricky, I generally chop the top or bottom part of a wing off and Gator everything. However a 3D ball would remove that need.


On Mon, Feb 17, 2014 at 11:08 AM, Mirko Jankovic <[email protected] <mailto:[email protected]>> wrote:

    You dont even have to merge them, gator will manage just fine for
    example:

    paint weigh on full body mesh

    duplicate body mesh and delete all non seen polys, you dont need
    them, but you can jstu skip this and just keep full body mesh if
    you dont mind having not seen polygons, maybe even better if cloth
    materials have sometranslucency

    then GATOR shirt, pants.. any other cloth or prop object.
    It iwill follow full body mehsh just fine
    Tweak here or there if needed but in mosta case it works pretty fine


    On Mon, Feb 17, 2014 at 11:43 AM, Peter Agg
    <[email protected] <mailto:[email protected]>> wrote:

        Yep, I do as Mirko does for this stuff, the envelope tools are
        fairly limited for a lot of this fiddly kind of things.


        If you're merging existing geo together make sure everything
        is welded - Polygon Islands are a pain to deal with as well.
        Ideally you want some kind of single mesh body-glove for the
        'master' envelope.


        On 17 February 2014 10:34, Mirko Jankovic
        <[email protected] <mailto:[email protected]>>
        wrote:

            Not sure how others deal with it but when having character
            that will have cltoth weighted and simulated I like to
            have an mesh with full body, and then 2nd mesh with only
            visible parts, hands, neck, head etc...
            Then painting weights on full body  mesh only, GATOR-ing
            everything else and then for animationa nd everything els
            using only cloth and partialy bodu mesh, and full body
            mesh is left out of model not used for anything esle but
            for painting and GATOR-ing weights to all other meshes on
            characters.



            On Mon, Feb 17, 2014 at 11:30 AM, Siew Yi Liang
            <[email protected] <mailto:[email protected]>> wrote:

                Hi all, sorry for another silly question, but I've
                just spent the better part of 3 hours trying to find a
                solution: is there actually a way in XSI to paint
                across multiple envelopes at the same time, assuming
                they have the same deformer influences? I've been
                searching around for a way to do so but it doesn't
                seem like I can, and the best I can hope for is to
                GATOR over the points I want?

                The problem is that I have a character split up into
                several parts, so weighting the areas where neck meets
                shirt, torso meets pants etc. is a little annoying
                when I can't paint across them seamlessly. I've
                actually never had to deal with this before in XSI, so
                I have no idea if this is actually possible?

                Additionally, when trying to create a symmetry mapping
                template for a certain geometry, I'm getting:

                Application.CreateSymmetryMappingTemplate("", "", "", "")
                # ERROR : 2057-GetSkeleton - Input object is not a
                skeleton object - [line 492 in C:\Program
                Files\Autodesk\Softimage 2013
                SP1\Application\DSScripts\enveloping.vbs]

                The deformers affecting it are just implicit bones, so
                I'm not sure what exactly the error is referring to -
                I tried manually creating the symmetry template myself
                and mirroring the weights, but nothing happened. No
                error message appeared, but the weights didn't mirror
                either.

                The scene file is available at: http://1drv.ms/1cfWE34
                , I'd really appreciate it if anyone has run into this
                situation before and could spare a few minutes to take
                a quick look! The head geometry is the one giving
                problems (I thought it might have had something to do
                with the ICE facial rig, but I froze those operators
                and tried doing the symmetry template again and it
                still gave the same issue...)

-- Yours sincerely,
                Siew Yi Liang







--

*Greg Maguire* | Inlifesize
Mobile: +44 7512 361462 | Phone: +44 2890 204739
[email protected] <mailto:[email protected]> | www.inlifesize.com <http://www.inlifesize.com>


Reply via email to